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TheMonkeyCannon

SR house rules

Nov 24th, 2021 (edited)
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  1. <<CHARACTER CREATION>>
  2. - point buy, 125 points
  3.  
  4. <<HAND OF GOD>>
  5. You know it. You love it.
  6.  
  7. <<KARMA POOL>>
  8. - all characters get 1 karma pool for every 10 points of karma earned
  9. - humans get 1 extra karma pool to start and an extra karma pool for every 20 karma earned
  10.  
  11. <<CYBERWARE GRADES>>
  12. - Alphaware is unchanged
  13. - Betaware is x3 cost
  14. - Deltaware is x4 cost
  15. Availability remains unchanged.
  16.  
  17. <<CASH FOR KARMA>>
  18. Karma will be purchased from and sold to the GM.
  19. - Buying: 1 point of karma is purchased for 7000
  20. - Selling: 1 point of karma sells for 3d6x1000 OR 10,000
  21.  
  22. <<INITIATION COSTS>>
  23. Base Cost = (5 + new grade)x3
  24. Ordeal - Reduce total cost by 20%
  25. Magical Group - Reduce total cost by 10%
  26. 10,000 in Materia - Reduce total cost by 10%
  27.  
  28. Find your base cost, total up any applicable reductions, reduce the base cost by the appropriate amount (round up any fractional karma). eg. Grade 1 initiation with only an ordeal has a base cost of 18 karma, and a 20& reduction. 18 x .8 = 14.4. Round up to 15 Karma.
  29.  
  30. Example Costs
  31. Initiate Grade | Base | 10% | 20% | 30% | 40%
  32. 1 | 18 | 17 | 15 | 13 | 11
  33. 2 | 21 | 19 | 17 | 15 | 13
  34. 3 | 24 | 22 | 20 | 17 | 15
  35. 4 | 27 | 25 | 22 | 19 | 17
  36.  
  37. <<STREET INDEX>>
  38. On Cyberware and Bioware, if the street index is 2 or greater reduce the street index by 50%.
  39.  
  40. <<SKILL GROUPS>>
  41. Groups of related skills can be purchased together at a discount over purchasing the skills individually. The skill group is purchased and raised as if it were a single skill, albeit at a higher cost than raising a single skill. This does come with some restrictions however.
  42. 1) No skill group can have a rating greater than 4.
  43. 2) Adept bonus dice cannot be used with a skill bought solely through a skill group
  44. 3) You cannot specialize a skill that has been acquired solely through a skill group
  45. 4) you can no longer raise the rating of a skill group after you raise the rating if a skill in that group individually.
  46.  
  47. As an example during character generation:
  48. Joe wants his street sam, Suzy, to be at least proficient with any firearms she picks up. The firearms group costs build points per point in the group. So he spends 9 points to buy the firearms group up to 3 for Suzy. Then because she is supposed to be skilled with the assault rifle, Joe spends an additional 3 points to raise Assault Rifles to 6. At this point Suzy is free to later specialize the Assualt Rifle's skill into her preferred rifle. But she can never buy the firearms group up to 4. If she later wants to get better with pistols Joe will have to spend her karma on raising the pistols skill separately.
  49.  
  50. Buying a skill group during character generation costs a number of build points dependent on the skill group. See the list below for costs.
  51.  
  52. Buying a new skill group in game costs 4 karma to get the group at rating 1. To find the cost of increasing the group find the appropriate multiplier from the table in SR3 core rules, page 245; and increase the multiplier by one. The linked attributes for each skill group are listed below.
  53.  
  54. Firearms:
  55. - Linked Attribute: Quickness
  56. - Associated skills: Rifles, Assault Rifles, Pistols, Shotguns, Submachine Guns.
  57. - Build Point Cost: 3
  58.  
  59. Close Quarters:
  60. - Linked Attribute: Strength
  61. - Associated Skills: Unarmed**, Edged Weapons, Clubs, Polearms, Whips, Cyber Implant Combat
  62. - Build Point Cost: 3 points
  63. *When using the martial arts rules only brawling is included, and no maneuvers can be learned from the skill group
  64.  
  65. Big Guns:
  66. - Linked Attribute: Strength
  67. - Associated Skills: Heavy Weapons, Launch Weapons, Gunnery, Spray Weapons
  68. - Build Point Cost: 3
  69.  
  70. Socialite:
  71. - Linked Attribute: Charisma
  72. - Associated Skills: Etiquette, Negotiation, Intimidation, Interrogation, Instruction
  73. - Build Point Cost: 3 points
  74.  
  75. Physicality:
  76. - Linked Attribute: Body
  77. - Associated Skills: Stealth, Athletics, Parachuting
  78. - Build Point Cost: 2
  79.  
  80. Technology:
  81. - Linked Attribute: Intelligence
  82. - Associated Skills: Electronics, Electronics B/R, Computers, Computers B/R
  83. - Build Point Cost: 3
  84.  
  85. B&E:
  86. - Linked Attribute: Quickness
  87. - Associated Skills: Stealth, Lock Picking, Electronics, Electronics B/R
  88. - Build Point Cost: 3
  89.  
  90. Ground vehicles:
  91. - Linked Attribute: Reaction
  92. - Associated Skills: Cars, Bikes, Cars B/R, Bikes B/R
  93. - Build Point Cost: 2
  94.  
  95. Water Craft:
  96. - Linked Attribute: Reaction
  97. - Associated Skils: Hovercraft, Motorboat, Ship, Sailboat, Submarine, Hovercraft B/R, Motorboat B/R, Ship B/R, Sailboat B/R, Submarine B/R
  98. - Build Point Cost: 4
  99.  
  100. Air Craft:
  101. - Linked Attribute: Reaction
  102. - Associated Skills: Vectored Thrust, Rotorcraft, Lighter than Air, Winged Aircraft, Vectored Thrust B/R, Rotorcraft B/R, Lighter than Air B/R, Winged Aircraft B/R
  103. - Build Point Cost: 4
  104.  
  105. <<NEW EQUIPMENT>>
  106. 1) camcorders: use the prices for the film cameras. 500MP for the commercial grade, professional grade is 1000 MP and also includes lowlight/thermo
  107. 2) tool laser 2000Y, conceal of 4, use the rules for the eye laser. Battery is good for 5 minutes continuous use. 50Y for spare batteries
  108. 3) Cutting torch - 1000Y, no conceal. tank is good for 15 minutes continuous use. extra tank 350Y. refill for 100Y (use the rules for the tool laser eye again)
  109. 4) Ballistic Mask - 1/1 armor, 300Y
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